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Income & Loot

Income

At the end of the game, roll for income. To do so, do the following:

  1. Check the number of Treasure token you obtained during the game
    1. Add an additional Treasure if you won the game
  2. Roll a d20 for each Treasure token and add the values together
    1. Add 40g to the total value, which becomes your total gold earned
    2. For any 20s rolled on the d20, you earn additional 'Loot', described in the section below.
  3. Update your warband sheet by adding your earned gold to any existing gold.

Some Treasure tokens may be worth double. In this case, roll an extra d20 for it during Step 2 above.

Loot

When you roll a 20 during the Income rolls, you earn Loot! Loot comes in three forms, Rare Consumables, Rare Oddments, and Rare Armour & Weapons. Consumables are single-use items, while Rare Oddments, Armour and Weapons have ongoing effects. Oddments do not take up a weapon or armour slot, while Armour and Weapons do.

Only heroes can equip and use loot and can only have one Consumable and one Rare Oddment, Weapon, or Armour equipped at any one time. A hero can use any Rare Consumable, Oddment, Weapon, or Armour, unless they have explicit restrictions that prevent them from doing so (eg. Fixed Equipment special rules or they are an Arcane Caster). These heroes can still equip Oddments and Consumables, as usual.

To determine what loot you have received, first roll to see which table you are rolling on:

d20Table
1-12Rare Consumables
13-16Rare Oddments
17-20Rare Armour & Weapons

Now roll on the relevant table, gaining the result and adding it to your stored equipment. Should you dislike the result, you can reroll again on the same table, but you must take the new result.

Selling Loot

Under certain circumstances, you may wish to sell the Loot you have. You can sell Rare Consumables for 5g or Rare Oddments, Armour, or Weapons for 10g.

Rare Consumables Table

d20ConsumableSpecial Rules
1Potion of TeleportationUse at the end of the Upkeep Phase. Place this unit at any location within 10". This does not count as Moving.
2Potion of FrenzyUse at end of the Upkeep Phase. This unit has Berserk and Ambush for the rest of the scenario.
3Potion of HealingAt the end of the Upkeep Phase, the holder can consume this when Dazed or Staggered to immediately remove both conditions (they do not become Staggered).
4Poison VialUse at end of the Upkeep Phase. The Injury Checks of one unit's Melee Attacks are rolled with Advantage for the rest of the scenario. After a target fails their Defence Check as part of your Melee Attack, roll a d20 and add any Injury modifiers, then take the higher roll between that and the initial Melee Check to determine the target's Injury.
5Blackpowder BombTreat as one charge of a Blunderbuss.
6Kev's BrewsUse before a scenario. All units have Advantage on Fear checks for the scenario.
7Wanted PosterImmediately select the player with the most wins (roll randomly for a tie, or select player with second most wins if you have the most wins). Select a hero randomly among that player's warband. If you Incapacitate that hero in the future, instead of rolling for Scars, the unit automatically rolls 'Pit Fight' and you gain 50g. The bounty is consumed once you capture the hero.
8Scroll of Demon SummoningUse during the Cast Phase. Make a Morale Check. On a success, a Demon is summoned. Make second Morale Check with Disadvantage. On a success, the Demon is hostile to everyone except your warband. On a failure, the Demon is hostile to everyone.
9Magic ArrowUse before a Ranged Attack. Gain Advantage for that Ranged Attack.
10Potion of InvisibilityUse at the end of the Upkeep Phase. Successfully cast Invisibility, with you as the target and caster
11Pocket LadderUse at the end of the Upkeep Phase. Place a ladder at a location within 1" of the model.
12Holy WaterTreat as one charge of a Blunderbuss. Does not affect units that are not Undead. Roll with Advantage against Undead units.
13Training ManualUse at any time during Post-Game. Select a hero and draw from the Improvement Deck and Improve the drawn stat for that hero. No further rolls necessary.
14Potion of Major HealingUse at any time during Post-Game. Untick the 'Deathtouched' checkbox for one hero.
15Potion of Cure BlightUse at any time during Post-Game. Untick the 'Blighted' checkbox for one hero.
16Potion of Animal FriendshipUse at the end of the Upkeep Phase. This unit has the Animal Handler skill for the rest of this scenario.
17Potion of FlyingUse at the end of the Upkeep Phase. This unit has the Flying skill for the rest of this scenario.
18Potion of FortitudeUse at the end of the Upkeep Phase. Gain +1 Wnd, this allows a unit to go over their maximum Wounds.
19Potion of SpeedUse at the end of the Upkeep Phase. This unit's Run speed is twice its Move for the rest of the scenario.
20Spell TomeUse at any time during the Post-Game. Choose a Caster, that unit may learn a spell from its Spell List.

Rare Oddments Table

d20Rare ItemSpecial Rules
1Brooch of Animal FriendshipGain the 'Animal Handler' skill.
2Trinket of ShieldingSet your Def to 15, after other modifiers.
3Winged BootsGain the 'Leap' skill.
4Elvish BootsGain the 'Sprint' skill.
5Bracers of ArcheryBows gain +2 Inj.
6Anti-Magic CloakIf you are the target of a Spell, make a Morale Check. On a success, the Spell fails.
7Elvish CloakAlways have cover against Ranged Attacks.
8Grappling HookAdvantage on Agi Checks for Climbing.
9Horn of CourageOnce per battle, can be used at the end of the Upkeep Phase. All allies within 10" can immediately move 3" each.
10HoundYou have a Hound (with the stats of an Inquisitor Hound) as a pet. It can be used to go over the unit limit of the warband. It counts towards the Rout Threshold when Incapacitated. It rolls for Scars as normal and is lost if it dies.
11Talisman of WardingImmune to the Blight. No effect if you already have the Blight.
12Ring of Feather FallingWhen falling, no Injury Roll is made. You stop moving as normal.
13Ring of PerfectionIncrease Mel, Rgd, Def, Agi, and Mrl by one while this is worn.
14Amulet of ProtectionStunned results are counted as Dazed.
15Sniper's GogglesIf you have not moved this turn, you can gain Advantage for being Elevated up to the Ranged Weapon's full Range (rather than the usual half Range).
16Swap StonesCan be given to two different units. Once per battle, at the end of the Upkeep Phase, the units may swap locations.
17Thieves' SackUnit may hold any number of Treasures (not just the usual one).
18Wand of PolymorphUnit can Cast the following Spell: "Polymorph. Difficulty 15. Ongoing. On a success, the target is turned into a Giant Rat, only retaining its current Wounds."
19Gauntlets of the War MageThere is no penalty for using Spells in combat or after Running.
20Robe of the Arch MagiReduce the Difficulty of all Spells by 1.

Rare Armour & Weapons Tables

Armour

d20Rare ItemDefSpecial Rules
1Adamantine Armor2Immune to Critical hits.
2Robe of Etherealness1Gain the 'Ethereal' skill
3Assassin Garb1Add +5 on Out-of-Sight Rolls. Cannot be used with a Shield.
4Mithral Armor3

Melee Weapons

d20Rare ItemMelInjPrcSpecial RulesSlots
5Magnetic Shield000Def +4. Cannot be used to attack. Gives Advantage for Defence Checks against Ranged Attacks.1
6Berserker Axe003Gain the 'Berserk' and 'Ambush' skills.1
7Hammer of Crushing040Attack with Disadvantage. Will automatically Incapacitate on a hit (if it's the last wound). Defence Checks are allowed as normal.1
8Spear of Defence200Gain the 'Defensive Stance' skill.1
9Blade of Foresight003You may reroll 1s on any Melee Checks.1
10Rapier300Crit on 19-20.1
11Staff of Blasting200If the Melee Check is successful, the opponent is pushed directly back 2", in addition to needing to make a Defence Check and potentially being Injured. Resolve the push after resolving the rest of the Melee Attack.1
12Staff of Healing200Gain the 'Heal' Spell.1
13Giant Slayer533You have Advantage on Melee rolls against units with more than 1 max Wounds.2
14Standard Banner730Allied units within 5" of this unit can roll Morale Checks with Advantage. Rout Checks cannot gain Advantage in this way.2
15Great Sword of Rending533If you crit, the foe is instantly incapacitated (even if it has more than 1 Wound).2
16Zweihander7332

Ranged Weapons

d20Rare ItemRngInjPrcSpecial RulesSlots
17Elvish Bow35"001
18Blunderbuss5"-20Long Reload, Buckshot, Blackpowder1
19Repeater Crossbow30"201
20Blowpipe15"-30Precise1